Arms Warrior Rage - Battle for Azeroth Feedback for June 6th

Blizzard has addressed Arms Warrior Rage economy issues, including changes to rage generation, , , and some talents. Overpower will also be getting a new animation.\r\rHere is the comparison of the 7.3.5 Arms Warrior talents to the Battle for Azeroth 26734 setup, which will be further changed with the details in the blue post below.\r\rLive BFA\r\r\r\r\rLearn more about Arms Warrior Changes in our Battle for Azeroth Warrior Class Changes Overview.\r\rIn the next Beta build, you'll see a few changes for Arms that should address the Rage economy issues pointed out in threads like this one. The baseline pacing is slightly lower than intended, and talents can cause too big of a swing in either direction (slowing down or speeding up the pace).\r\r\u2022 Rage generation from auto attacks is increased by ~16%.\r\u2022 's proc chance is increased to 1.4% per Rage spent (it was 0.9%).\r\rThis adds more button presses to the rotation regardless of your talent build, and pushes more than other abilities to avoid creeping too close to "Slam-spam" territory. The moment we're trying to eliminate as much as possible is the, \u201cI have enough Rage to Slam right now, but I don't know if I'll have enough to afterwards unless I have a swing timer.\u201d These changes add enough Rage, and enough procs, to make that a rarer occurrence.\r\rHowever, pumping more Rage into the rotation doesn't solve the problems with certain talent setups that have been highlighted here. There are a handful of Rage management talents that have big impacts on the spec's feel and flow, but it is easy to accidentally put together a build that is either starved or flooded.\r\r\u2022 and swap places ( to 90, to 45).\r\u2022 Trauma removed, and replaced with the new design: "Execute is now usable against targets below 35% health."\r\rThis makes the purpose of each row clearer. 45 is all about spending more Rage. The row will have a more predictable impact on total button presses over time, while each talent still has a distinct impact on moment-to-moment gameplay.\r\rSimilarly, the 90 row is now all about cooldowns. Putting and against each other limits the pacing swing between different talent setups, as well as lowering overall burst potential (something at which Arms already excels). Having strengths is important, but pushing them too far can lead to feeling like you're a one-trick pony.\r\rFinally, two more related tweaks:\r\r\u2022 generates 20 Rage (was 30 Rage).\r\u2022 no longer affects . It now only affects \/, and .\r\r was adding too much activity, relative to the other options on the 15 row. Even with this change, it is still the most active choice for players who enjoy being closer to GCD-locked.\r\rRather than adding to , we've opted to keep it simpler on the surface while still having all three 90 talents interact with it in different ways: is directly buffed, feeds extra Rage into , and makes it easier to set up for the more regular windows.\r\rOh -- we're also trying out a different animation for . \r\rAs always, thanks for the feedback and discussion!

Комментарий от Brockp

Комментарий от LordPretzels

on 2018-06-06T19:25:32-05:00

I love this new format where they explain why they are making certain changes and the thought process, instead of just throwing out a list of changes. Or am I the only one who feels communication has improved this way?

Комментарий от TehLucario

on 2018-06-06T20:07:14-05:00

*Continues to wait impatiently for Frost DK changes*\r\rYou remind me of Debby Downer from the SNL skit. *womp womp\r\rLol, yeah. Sorry, not trying to be that guy, just they said they would so been waiting for them. It's like being promised cake but it doesn't show up for weeks, you know. Don't get me wrong, I'm happy for all the classes getting their changes, just waiting on mine.

Комментарий от Oxyotl

Комментарий от Sign82

Комментарий от kaffekorven

on 2018-06-07T04:14:47-05:00

DIFFERENT ANIMTAION FOR OVERPOWER, NOOOOOOOOOOOOOOOOOOOOOO

Комментарий от Wouth

on 2018-06-07T06:08:29-05:00

I love this new format where they explain why they are making certain changes and the thought process, instead of just throwing out a list of changes. Or am I the only one who feels communication has improved this way?\r\rCouldn't agree more :)

Комментарий от diogolabeg

on 2018-06-07T14:42:10-05:00

Really thought the Avatar change of row a good idea, but I'm a bit sad about the removal of Deadly Calm CD reduction on the Anger Management. Its synergy would have been so great for warriors, especially on Arenas in keeping a high pressure with low offensive CDs on the enemy team (especially now that our burst was lowered, we'll need to rely much more in our constant pressure). Also, the extra rage provided by Avatar won't even make a difference while running Anger Management, we're talking about 1 second on CDs that range from 45 seconds to 1,5 min. I hope I'm not being over-pessimistic D: